Containers
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Containers are a special type of room furniture, which contain a variety of objects. Like supply crates, containers have no Weight rating and therefore cannot be carried in the inventory. Unlike supply crates however, they are known for being made out of various materials, and fitted with security devices (such as locks and traps) to keep the contents safe.
Containers fill a sort of "treasure chest" role, though are usually more difficult to open and loot, and may even be dangerous to approach, especially if fitted with a trap system.
Containers have three traits: a frame type, a lock type, and a trap type.
Frame types
Container frames may be made out of wood or out of metal.
The frame type determines its resistance to damage when brute forced, but also the loot table it will draw from; wooden containers typically carry items of relatively lower value, while metallic ones usually have higher value items.
Lock types
If fitted with a lock, the lock type of a container may be either mechanical or electronic.
Mechanical locks require mechanical keys, while electronic locks require keycards.
Trap types
If fitted with a trap, a container may be fitted with one of 10 different defense mechanisms, selected at random with the &boxtraps command.
When trapped, the container's trap will activate if it sustains any damage; and will target the creature that dealt damage to it. Each trap behaves differently with very different effects, all of which are explained on the table below.
Most traps have an accuracy rating, used to determine the trap's chance to actually hit the person damaging the container. A critical failure always results in the trap failing in some form or another, or disabling itself.
Even if a trap is successful, most don't have unlimited ammunition, and will be disabled once they run out. The table also lists the amounts of shots each trap is fitted with.
Trap type | Description | Accuracy | Ammunition | Critical failure effects |
---|---|---|---|---|
Claymore trap | Detonates a M18A1 Claymore mine. | FT 7, IR 0 | 1 | Mine is a dud, fails to fire. |
Chlorine gas trap | Releases a chlorine gas cloud in all Sides of the room. | 100% accurate; cloud lasts 1d6 turns | 1 | Always successful, cannot critically fail |
Tear gas trap | Releases a tear gas cloud in all Sides of the room. | 100% accurate; cloud lasts 1d6 turns | 1 | Always successful, cannot critically fail |
Flame trap | Fires a gout of flame from an E46 flamethrower. | FT 6 IR 0 | 3 | Flamethrower system jams, will not fire remaining ammo |
Light gun trap | Fires a three-round burst of 9x19mm, Standard FMJ ammunition out of a 5" barrel. | FT 6 IR 0 (per shot) | 30 (10 bursts) | Gun system jams, will not fire remaining ammo |
Heavy gun trap | Fires a three-round burst of 5.56x45mm, Standard FMJ ammunition out of a 14.5" barrel. | FT 6 IR 0 (per shot) | 30 (10 bursts) | Gun system jams, will not fire remaining ammo |
Shotgun trap | Fires a 12 gauge, Standard P-Buck out of a 10" barrel. | FT 6 IR 0 | 2 | Gun system jams, will not fire remaining ammo |
Blade launcher trap | Launches a ballistic knife blade (as if used in Fire mode). | FT 6 IR 0 | 3 | Launcher system jams, will not fire remaining ammo |
Poison trap | Launches a VNM arrow. | FT 6 IR 0 | 3 | Launcher system jams, will not fire remaining ammo |
Failsafe trap | Detonates internal explosive charges, which will destroy 100% of the items inside. | 100% accurate | 1 | Always successful, cannot critically fail |
Container generation
The &genbox command is used to generate a container's frame and lock type, and whether or not it is fitted with a trap.
All the possible combinations and chances of getting each are listed below.